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Glory (6457) · RiskReframed

Weak Demand in the Distribution and Transportation Markets and the Amusement Market

First written in FY2017-Q1. 13 of 33 entries say "Reframed", first in FY2018-Q1. Latest entry: FY2026.

33entries
11years
1from disclosures
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How it moved
ProgressHeldSoftenedWorseMitigatedFY2023-Q3 – FY2025-H12016: 220162017: 320172018: 320182019: 420192020: 420202021: 420212022: 320222023: 420232024: 220242025: 220252026: 22026
Same theme, other companies
Decline in demand for gaming halls and equipment upgrades as the pachinko market contractsA theme 11 companies write about · 14 as a headwind · 0 as a tailwind

Glory moved to the "Worse" side of this theme in 2025, 9 years after the typical company in this theme (2016).

The whole theme swung hardest in 2026: 5 of 9 companies on the "Worse" side.

0 other companies' latest entry also says "Reframed".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Full recordFilings, disclosures and news, newest first
  1. FY2026ReframedAnnual report

    「In the domestic market, sales in the financial market declined following the反動 from major orders in the previous fiscal year. Sales in the retail, transportation and gaming markets also declined following the反動 from the previous fiscal year, when upgrades and modification work associated with the new banknotes increased. Nevertheless, sales revenue in every market exceeded that of the fiscal year ended March 2023, when there was no demand related to the new banknotes.」

    The decline in domestic sales is explained not by weak demand, but by the反動 from major orders and demand related to the new banknotes in the previous fiscal year. Sales exceeded those of the fiscal year ended March 2023 in every market.
  2. 2026-05-15ReframedEarnings

    「Nevertheless, revenue in every market exceeded the level in the fiscal year ended March 2023, when there was no response to the introduction of the new banknotes.」

    The disclosure identifies the decline in the domestic market as being attributable to the response to the new banknotes and the reaction following large orders, while also showing that revenue remained above the reference-year level.
  3. FY2026-H1ReframedAnnual report

    「In the domestic market, sales in the financial market declined following the反動 from the same period of the previous year, when there were major orders. Sales in the retail, transportation and gaming markets also declined following the反動 from the same period of the previous year, when upgrades and modification work associated with the new banknotes increased. Nevertheless, sales in every market exceeded revenue in the interim period of the fiscal year ending March 2023, when there was no demand related to the new banknotes.」

    Domestic sales declined in the financial, retail, transportation and gaming markets following the反動 from major orders and demand related to the new banknotes in the same period of the previous year. However, revenue in the interim period of the fiscal year ending March 2023 was exceeded in every market. The situation is described as a comparison with the high level of the previous year and with the benchmark fiscal year, rather than as weak demand.
  4. FY2025ReframedAnnual report

    「In the domestic market, sales in the financial market declined following the反動 from the previous fiscal year, when upgrades and modification work associated with the issuance of new banknotes increased. Sales also declined in the retail and transportation markets as demand related to the new banknotes converged. Nevertheless, sales in both the financial and retail and transportation markets exceeded revenue in the fiscal year ended March 2023, before the new banknotes were issued.」

    The description has shifted from weak domestic demand to lower sales resulting from the反動 and convergence of demand related to the new banknotes, while also noting that sales remained at a high level above the benchmark fiscal year.
  5. FY2025-H1MitigatedAnnual report

    「The business environment surrounding the group remained favorable for demand for its self-service products, as the group addressed rising labor costs in Japan and overseas, labor shortages, and the resulting need to reduce staffing and improve operational efficiency.」

    Demand is described as solid, including in the previously weak retail, transportation and gaming markets, driven by needs for self-service operations and improved operational efficiency.
  6. FY2024-Q3MitigatedAnnual report

    「In the financial, retail and transportation markets, upgrades and modification work associated with the planned issuance of new banknotes on 3 July 2024 accelerated, increasing both product sales and maintenance revenue. In the gaming market, sales of card systems for smart gaming machines remained strong.」

    The impact of previously weak demand in the retail, transportation and gaming markets has eased further, with product and maintenance revenue increasing across the domestic markets and products for smart gaming machines performing strongly.
  7. FY2024-Q2MitigatedAnnual report

    「In the domestic market, demand for products and services remained firm across all markets. In the financial, retail and transportation markets, product replacement and modification work associated with the scheduled July 2024 issuance of new banknotes progressed ahead of the original plan, increasing both product and maintenance sales. In the amusement market, sales of card systems for smart gaming machines remained strong.」

    The situation has shifted from weak demand in the retail, transportation and gaming markets to solid demand across all domestic markets. Products supporting the new banknotes and products for smart gaming machines are supporting sales.
  8. FY2024-Q1MitigatedAnnual report

    「In the domestic market, demand for products and services remained solid across all markets.」

    The situation has shifted from weak demand and restrained capital investment in the retail, transportation and gaming markets to solid demand for products and services across all domestic markets.
  9. FY2023AdvancedAnnual report

    「Sales of the main product, card systems, increased substantially from the previous fiscal year as sales of units for newly introduced smart gaming machines began, despite production constraints. As a result, segment revenue was ¥15,139 million, up 24.8% from the previous fiscal year, and operating profit was ¥1,624 million, compared with an operating loss of ¥366 million in the previous fiscal year.」

    The launch of unit sales for smart gaming machines increased revenue in the gaming market, and operating income turned from a loss into a profit of ¥1,624 million.
  10. FY2023-Q3MitigatedAnnual report

    「Sales of the main product, card systems, were strong despite production constraints, as unit sales for newly introduced smart gaming machines began. As a result, segment revenue was ¥10,731 million, up 13.8% year on year, and operating income was a profit of ¥1,206 million, compared with a loss of ¥114 million in the same period of the previous year.」

    Sales of units for smart gaming machines were strong following their launch in the gaming market. Revenue increased 13.8% year on year, and operating income turned from a loss into a profit of ¥1,206 million. The impact of previously weak demand had eased.
  11. FY2023-Q2ReframedAnnual report

    「In the domestic market, sales declined in both the financial and retail and transportation markets because sales of major products were deferred owing to production constraints caused by difficulties procuring components such as semiconductors, and because modification work associated with the issuance of the new ¥500 coin had run its course. Demand for products and services, however, remained solid. In particular, demand for self-service cash register change machines remained firm in the retail and transportation markets, supported by needs to address labor shortages and to introduce contactless and self-service operations, and sales remained at a high level broadly unchanged from the same period of the previous year.」

    The decline in sales was attributed not to weak underlying demand, but to deferred sales caused by difficulties procuring components and the completion of work to support the new ¥500 coin. Demand for self-service cash register change machines was described as firm.
  12. FY2023-Q1ReframedAnnual report

    「Sales of the main product, card systems, were sluggish, but sales of prize storage machines for gaming halls were steady.」

    While major products remained sluggish in the gaming market, prize storage machines were described as steady, and conditions continued to diverge by product rather than reflecting uniformly weak demand across the market.
  13. FY2022-Q3MitigatedAnnual report

    「(Gaming market) Sales of major products such as card systems and prize storage machines for gaming halls increased from the same period of the previous year, which had been affected by store closures and reduced operating hours, but demand had not yet fully recovered. As a result, segment revenue was ¥9,428 million, up 20.7% year on year, and operating income was a loss of ¥114 million, compared with a loss of ¥159 million in the same period of the previous year.」

    Revenue in the gaming market increased year on year and the operating loss narrowed, easing the impact of weak demand, but demand had not yet fully recovered.
  14. FY2022-Q2MitigatedAnnual report

    「Sales of major products such as card systems and prize storage machines for gaming halls increased from the same period of the previous year, which had been affected by store closures and reduced operating hours, but demand had not yet fully recovered. As a result, segment revenue was ¥5,754 million, up 18.1% year on year, and operating income was a loss of ¥106 million, compared with a loss of ¥279 million in the same period of the previous year.」

    Revenue in the gaming market increased year on year and the operating loss narrowed, but demand had not yet fully recovered, and the impact of weak demand remained despite easing.
  15. FY2022-Q1MitigatedAnnual report

    「(Retail and transportation markets) Sales of the main product, cash register change machines, were solid. Sales of cash deposit machines for security transport companies and multi-function banknote changers were strong. In addition, maintenance revenue increased due to modification work associated with the issuance of the new ¥500 coin. As a result, segment revenue was ¥11,573 million, up 20.8% year on year, and operating profit was ¥844 million, compared with an operating loss of ¥61 million in the same period of the previous year. / (Gaming market) Sales of major products such as card systems were sluggish, but sales of prize storage machines for gaming halls were solid. As a result, segment revenue was ¥2,592 million, up 14.6% year on year, and operating income was a loss of ¥78 million, compared with an operating loss of ¥316 million in the same period of the previous year.」

    The retail and transportation markets recorded higher revenue, with operating income turning from a loss to a profit, while revenue also increased in the gaming market and the operating loss narrowed. Although weak demand remained for some products, its impact had eased from the previous fiscal year.
  16. FY2021WorsenedAnnual report

    「(Gaming market) Sales of major products such as card systems and prize storage machines were sluggish because gaming halls restrained capital investment. As a result, segment revenue was ¥11,020 million, down 46.9% from the previous fiscal year, and operating income was a loss of ¥290 million, compared with operating profit of ¥1,998 million in the previous fiscal year.」

    Sales in the gaming market were sluggish because of restrained capital investment. Revenue fell 46.9% from the previous fiscal year, and operating income turned into a loss.
  17. FY2021-Q3WorsenedAnnual report

    「(Retail and transportation markets) Maintenance revenue increased due to modification work associated with the issuance of the new ¥500 coin, but sales of the main product, cash register change machines, were sluggish following the反動 from major demand in the previous fiscal year. Sales of ticket vending machines were also sluggish because demand declined at restaurants and leisure facilities. / (Gaming market) Sales of major products such as card systems and prize storage machines for gaming halls were sluggish. As a result, segment revenue was ¥7,811 million, down 51.0% year on year, and operating income was a loss of ¥159 million, compared with operating profit of ¥1,873 million in the same period of the previous year.」

    Cash register change machines and ticket vending machines were sluggish in the retail and transportation markets, and major products were also sluggish in the gaming market. Gaming-market revenue fell 51.0% year on year, and operating income turned into a loss of ¥159 million.
  18. FY2021-Q2WorsenedAnnual report

    「In the domestic market, delays in business negotiations and situations in which deliveries could not be made occurred in the financial, retail and transportation markets because of customer preferences and other factors. In the gaming market, sales activities resumed after restrictions on gaming-hall operations were lifted, but conditions remained difficult because of delays in business negotiations and restrained capital investment.」

    Delays in business negotiations and inability to deliver occurred across the domestic markets, and difficult conditions continued in the gaming market even after operations resumed because of restrained capital investment and other factors.
  19. FY2021-Q1WorsenedAnnual report

    「In the domestic market, the financial, retail and transportation markets experienced delays in business negotiations and situations in which deliveries could not be made because of customer preferences and other factors, following the declaration of a state of emergency. In the gaming market, sales activities had to be suspended because gaming halls were closed.」

    The note states that, in addition to weak demand by market, the declaration of a state of emergency caused delays in business negotiations, prevented deliveries and interrupted sales activities in the gaming market.
  20. FY2020RestatedAnnual report

    「(Retail and transportation markets) Sales of the main product, cash register change machines, were sluggish following the反動 from major demand, but sales of cash deposit machines for the security transport market and ticket vending machines were strong. / (Gaming market) Sales of major products such as card systems were sluggish, but sales related to store equipment, including the installation of smoking booths in gaming halls following the enforcement of the revised Health Promotion Act, were strong.」

    In the retail, transportation and gaming markets, the pattern continued in which some major products were sluggish while cash deposit machines, ticket vending machines and store equipment performed strongly.
  21. FY2020-Q3ReframedAnnual report

    「Sales of the main product, cash register change machines, were sluggish following the反動 from major demand, but sales of cash deposit machines for the security transport market and ticket vending machines were strong.」

    Sales conditions varied by product in the retail and transportation markets: cash register change machines were sluggish, while cash deposit machines and ticket vending machines were strong. In the gaming market, card systems and other products were also sluggish, but store-equipment-related products were strong. The description has shifted from uniformly weak demand to conditions varying by product and application.
  22. FY2020-Q2RestatedAnnual report

    「(Financial market) Sales of the main product, open cash management systems, and teller-use banknote and coin deposit and withdrawal machines were sluggish following the反動 from major demand. / (Retail and transportation markets) Sales of the main product, cash register change machines, were solid, while sales of ticket vending machines were strong. / (Gaming market) Sales of major products such as card systems were solid, as were sales of prize storage machines for gaming halls.」

    Conditions continued to diverge by market. The financial market was sluggish following the反動 from major demand, while major products in the retail, transportation and gaming markets were solid or strong.
  23. FY2020-Q1ReframedAnnual report

    「(Retail and transportation markets) Sales of the main product, cash register change machines, were strong, and sales of ticket vending machines were also steady. / (Gaming market) Sales of major products such as card systems were strong, as were sales of prize storage machines for gaming halls.」

    The description has shifted from the previous characterization of weak demand in the retail, transportation and gaming markets to a situation in which major products in both markets are performing strongly.
  24. FY2019ReframedAnnual report

    「(Financial market) Sales of the main product, open cash management systems, were strong, and sales of teller-use banknote and coin deposit and withdrawal machines were also strong, supported by replacement demand. As a result, segment revenue was ¥56,636 million, up 4.9% from the previous fiscal year, and operating profit was ¥6,764 million, up 67.3%. (Retail and transportation markets) Sales of the main product, cash register change machines, were strong, led by sales to convenience stores, and sales of cash deposit machines for the security transport market were also strong.」

    The note describes the domestic market not as uniformly weak, but as strong in the financial, retail and transportation markets, while conditions in the gaming market varied between solid and sluggish depending on the product.
  25. FY2019-Q3ReframedAnnual report

    「(Gaming market) Sales of major products such as card systems were solid, supported by replacement demand, and sales of prize storage machines for gaming halls were strong. Sales of peripheral equipment such as coin counters were sluggish. As a result, segment revenue was ¥15,875 million, down 3.2% year on year, and operating profit was ¥1,576 million, up 23.4%.」

    In the gaming market, conditions diverged by product, with major products solid, prize storage machines strong and peripheral equipment sluggish. Revenue declined, but operating profit increased. In the retail and transportation markets, major products, including those for convenience stores, were strong, shifting the picture from uniformly weak demand to conditions that varied by market and product.
  26. FY2019-Q2RestatedAnnual report

    「(Retail and transportation markets) Sales of the main product, cash register change machines, were strong, led by sales to convenience stores, and sales of cash deposit machines for the security transport market were also strong. / (Gaming market) Sales of prize storage machines for gaming halls were strong, but sales of major products such as card systems were sluggish.」

    While strong sales of major products continued in the retail and transportation markets, major products remained sluggish in the gaming market, except for certain products. The divergence between markets continued.
  27. FY2019-Q1ReframedAnnual report

    「(Retail and transportation markets) Sales of the main product, cash register change machines, were strong, led by sales to convenience stores, and sales of cash deposit machines for the security transport market were solid. As a result, segment revenue was ¥10,050 million, up 4.6% year on year, and operating profit was ¥677 million, up 11.3%. (Gaming market) Sales of prize storage machines for gaming halls were strong, but sales of major products such as card systems were sluggish. As a result, segment revenue was ¥4,133 million, down 22.3% year on year, and operating profit was ¥238 million, down 38.4%.」

    The retail and transportation markets posted higher revenue and operating profit on strong sales of major products, while the gaming market posted lower revenue and operating profit because major products were sluggish. The divergence between markets continued.
  28. FY2018-Q3RestatedAnnual report

    「(Retail and transportation markets) Sales of multi-function banknote changers were strong, but sales of the main product, cash register change machines, and cash deposit machines for the security transport market were sluggish, leaving the market as a whole broadly unchanged from the same period of the previous year. (Gaming market) Sales of major products such as card systems were strong. As a result, segment revenue was ¥16,406 million, up 10.4% year on year, and operating profit was ¥1,277 million, up 142.9%.」

    While major products remained sluggish in the retail and transportation markets, strong sales and higher revenue and operating profit continued in the gaming market, reaffirming the divergence between the two markets.
  29. FY2018-Q2ReframedAnnual report

    「(Retail and transportation markets) Sales of multi-function banknote changers were strong, but sales of the main product, cash register change machines, and cash deposit machines for the security transport market were sluggish, leaving the market as a whole broadly unchanged from the same period of the previous year. As a result, segment revenue was ¥20,630 million, down 1.1% year on year, and operating profit was ¥1,547 million, down 26.7%. (Gaming market) Sales of major products such as card systems were strong. As a result, segment revenue was ¥11,312 million, up 31.2% year on year, and operating profit was ¥823 million, up 444.9%.」

    While sluggish performance of major products and declining operating profit continued in the retail and transportation markets, strong sales and substantial profit growth continued in the gaming market, reaffirming the divergence between the two markets.
  30. FY2018-Q1ReframedAnnual report

    「(Retail and transportation markets) Sales of electronic money charging machines were strong, but sales of the main product, cash register change machines, and cash deposit machines for the security transport market were sluggish, leaving the market as a whole broadly unchanged from the same period of the previous year. / (Gaming market) Sales of major products such as card systems were strong. As a result, segment revenue was ¥5,319 million, up 38.8% year on year, and operating profit was ¥386 million, up 328.5%.」

    While major products remained sluggish in the retail and transportation markets, the gaming market turned to strong sales, driving a substantial increase in both revenue and operating profit. Conditions therefore diverged by market rather than reflecting uniformly weak demand across both markets.
  31. FY2017-Q3WorsenedAnnual report

    「(Retail and transportation markets) Sales of the company’s main product, cash register change machines, were sluggish following the反動 from major demand, and sales of cash deposit machines for the retail market also remained sluggish. As a result, segment revenue was ¥30,369 million, down 10.2% year on year, and operating profit was ¥2,835 million, down 12.3%. (Gaming market) Sales of major products such as card systems were sluggish because gaming halls restrained capital investment. As a result, segment revenue was ¥14,854 million, down 8.6% year on year, and operating profit was ¥526 million, down 56.5%.」

    Weak conditions continued in the retail, transportation and gaming markets, reducing revenue in both markets. The gaming market was particularly affected, with operating profit down 56.5% year on year.
  32. FY2017-Q2RestatedAnnual report

    「Sales of the company’s main product, cash register change machines, were sluggish following the反動 from major demand, and sales of cash deposit machines for the retail market also remained sluggish. Sales of major products such as card systems were sluggish because gaming halls restrained capital investment.」

    In the retail market, demand remained weak following the反動 from major demand, while in the gaming market, sales remained sluggish because gaming halls restrained capital investment.
  33. FY2017-Q1First statedAnnual report

    「Sales of compact cash deposit machines for the retail market were sluggish, and demand for tobacco vending machines from major customers had run its course, resulting in sluggish performance across the market as a whole.」

    In the retail and transportation markets, the note cites sluggish sales of compact cash deposit machines and the end of major demand for tobacco vending machines. In the gaming market, sales were sluggish because gaming halls restrained capital investment.
Moved together

"Improvement in Operating Income/Loss in Overseas Markets" moved the same way as this thread, in the same document, in 15 of its 33 moves.

15151412109★123456
  1. ★This thread
  2. 1Improvement in Operating Income/Loss in Overseas Markets15×
  3. 2Strong Financial Market Sales and Earnings Growth15×
  4. 3Expansion of Operating Loss in the Other Business Segment14×
  5. 4Increase in maintenance revenue12×
  6. 5Greater Uncertainty in the Business Environment Due to China’s Economic Slowdown and the United Kingdom’s Withdrawal from the EU10×
  7. 6Operating Income, Ordinary Income and Profit Attributable to Owners of the Parent Decline Despite Higher Sales9×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
No upcoming earnings preview for Glory yet. It last moved in the Earnings of 2026-05-15: "Reframed".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Weak Demand in the Distribution and Transportation Markets and the Amusement Market | GLORY LTD. (6457) | Komori